Patch情報過去ログ02

Last-modified: 2013-03-06 (水) 08:36:06
 

2013/02/19 Open Beta Update #11

和約

新しいバトルメック

  • Trebuchet TBT-7M
    • Tonnage: 50
    • Engine: 250 XL
    • Max Engine Rating: 325
    • Top Speed: 81 kph
    • Torso Movement:
    • 90 degrees to each side
    • 25 degrees up and down
    • Arm Movement:
    • 15 degrees to each side
    • 40 degrees up and down
    • Armor: 240 (Standard)
    • Weapons & Equipment:
    • Left Arm: Medium Laser, LRM 15
    • Left Torso: Narc Beacon, CASE
    • Right Torso: LRM 15, CASE
    • Right Arm: Medium Laser x 2
    • Hardpoints:
    • Left Arm: 1 Energy, 1 Missile
    • Left Torso: 1 Missile
    • Right Torso: 1 Missile, 1 AMS
    • Right Arm: 2 Energy
    • Internal Structure: Endo Steel
    • Heat Sinks: 10 Double
    • Jump Jets: 5
    • ECM Capable?: No
    • Module Slots: 2
  • Trebuchet TBT-3C
    • Tonnage: 50
    • Engine: 300 XL
    • Max Engine Rating: 390
    • Top Speed: 97.2 kph
    • Torso Movement:
    • 90 degrees to each side
    • 25 degrees up and down
    • Arm Movement:
    • 15 degrees to each side
    • 40 degrees up and down
    • Armor: 224 (Standard)
    • Weapons & Equipment:
    • Left Arm: Medium Laser, LRM 15 w/ Artemis IV FCS
    • Left Torso: CASE
    • Center Torso: Medium Laser
    • Right Torso: LRM 15 w/ Artemis IV FCS, CASE
    • Right Arm: Medium Laser x 2
    • Hardpoints:
    • Left Arm: 1 Energy, 1 Missile
    • Center Torso: 1 Energy
    • Right Torso: 1 Missile, 1 AMS
    • Right Arm: 2 Energy
    • Internal Structure: Endo Steel
    • Heat Sinks: 10 Double
    • Jump Jets: n/a
    • ECM Capable?: No
    • Module Slots: 2
  • Trebuchet TBT-5J
    • Tonnage: 50
    • Engine: 250 Standard
    • Max Engine Rating: 325
    • Top Speed: 81 kph
    • Torso Movement:
    • 90 degrees to each side
    • 25 degrees up and down
    • Arm Movement:
    • 15 degrees to each side
    • 40 degrees up and down
    • Armor: 256 (Standard)
    • Weapons & Equipment:
    • Left Arm: Medium Laser
    • Right Torso: LRM 15
    • Right Arm: Medium Laser x 2
    • Hardpoints:
    • Left Arm: 2 Energy
    • Right Torso: 1 Missile, 1 AMS
    • Right Arm: 3 Energy
    • Internal Structure: Standard
    • Heat Sinks: 15 Single
    • Jump Jets: 5
    • ECM Capable?: No
    • Module Slots: 2
  • Trebuchet TBT-5N
    • Tonnage: 50
    • Engine: 250 Standard
    • Max Engine Rating: 325
    • Top Speed: 81 kph
    • Torso Movement:
    • 115 degrees to each side
    • 25 degrees up and down
    • Arm Movement:
    • 15 degrees to each side
    • 40 degrees up and down
    • Armor: 240 (Standard)
    • Weapons & Equipment:
    • Left Arm: Medium Laser, LRM 15
    • Right Torso: LRM 15
    • Right Arm: Medium Laser x 2
    • Hardpoints:
    • Left Arm: 1 Energy, 1 Missile
    • Right Torso: 1 Missile, 1 AMS
    • Right Arm: 3 Energy
    • Internal Structure: Standard
    • Heat Sinks: 10 Single
    • Jump Jets: n/a
    • ECM Capable?: No
    • Module Slots: 2
  • Trebuchet TBT-7K
    • Tonnage: 50
    • Engine: 250 Standard
    • Max Engine Rating: 325
    • Top Speed: 81 kph
    • Torso Movement:
    • 115 degrees to each side
    • 25 degrees up and down
    • Arm Movement:
    • 15 degrees to each side
    • 40 degrees up and down
    • Armor: 240 (Standard)
    • Weapons & Equipment:
    • Left Torso: AC/5
    • Right Torso: PPC
    • Right Arm: SRM 2
    • Hardpoints:
    • Left Torso: 2 Ballistic
    • Right Torso: 2 Energy, 1 AMS
    • Right Arm: 2 Missile
    • Internal Structure: Standard
    • Heat Sinks: 11 Single
    • Jump Jets: n/a
    • ECM Capable?: No
    • Module Slots: 2

新しいマップ

  • ALPINE PEAKS
    • 長大な視線、散発的になる守備範囲、山がちな地形、丘の上の大量の通信塔、踏破すべき広大な雪原、そして山並みの背後から降り注ぐ陽光。Alpine Peaksマップはこれらすべての光景、音響そしてそれ以上のものを提供します。MercMagazine曰く「地獄のように寒い、しかし美しい、そして、クソッ、広い!」と評されたこの惑星に来て見てみてください。この惑星をあちこちトレッキングし始める前には、メックのストレッチをよくしておいきましょう、ここには上下左右あらゆるところに、すばらしい襲撃地点が潜んでいますから。高所にある有利地点は長距離砲撃に最適ですし、防衛ラインは非常にバラエティに富んだ楽しい地形を利用することができます。こういったことのすべて、それ以上のものが、Alpine Peaksマップであなたを待っています。
    • Alpine Peaksマップは、各チームの基地同士が数キロメートル離れている、最大のマップになります。山々は屹立し、丘陵地帯が点在していて、水平および垂直方向の戦闘が展開されます。それに加え、いくつかの数百メートルに及ぶ回廊地帯も点在し、そこでは長距離兵器が活躍するでしょう:しかし気をつけてください、多くの丘陵地帯は登攀可能で、広大なマップは迂回することが可能であるということを意味しています。戦闘はしばしば回廊地帯で発生し、カバー範囲は分散し、そして高所になるでしょう。戦闘はすべての高度で発生し、敵は上下左右あらゆる方向からやってきます。有利になりそうなことは、側面を突くべく迂回することです。従って、迂回されないように味方の側面をカバーし、共に行動することが重要でしょう。
    • プレイヤーは、短い射線と、狭い回廊をもつ古いマップが過去のものとなり、広い谷と巨大な山脈が光景を支配したことを知るでしょう。高所を支配することはとても重要になり、敵影は瞬きの間に稜線から出たり退いたりすることでしょう。より遅いメックは戦場を移動するのに時間がかかるので、基地から遠く離れたところで孤立することは、不意打ちを受けるリスクを負うことになります。長距離兵器は忘れずに携帯してください、小口径レーザーなどここでは役に立ちませんよ!

新しいコクピットアイテム

  • House Kurita Hologram Statue.
  • House Liao Hologram Statue.
  • House Marik Hologram Statue.
  • House Steiner Hologram Statue.
  • House Free Rasaihague Hologram Statue.
  • House Davion Hologram Statue.

マッチメイキング・フェーズ3

  • プレイヤーやグループがLaunchボタンを押した時、マッチメイカーは最適なバランスの組み合わせになるように、それぞれのプレイヤースキル(ELO)とメックの階級を考慮して、試合を組みます
  • 試合が組まれるまでの時間が長くなります。概ね2~3分かかるでしょう。バランスの取れたプレイヤーを選択するのではなく、試合を探しているメックを選択していたために、バランスがよくありませんでした
  • プレイヤーが試合をすればするほど、マッチメイクの精度は上がっていきます

Centurionの派生形の調整

  • CN9-AとCN9-ALのエンジンの最大値は275になります(従来260)
  • CN9-YLWのエンジンの最大値は300になります(従来280)
  • CN9-AとCN9-ALの上半身の左右旋回範囲は100度になります(従来90度)
  • CN9-A、CN9-AL、CN9-Dの上半身の上下可動範囲は35度になります(従来40度)
  • CN9-AとCN9-ALの旋回性能が10%向上します
  • CN9-YLWの旋回性能が5%向上します
  • 全Centurionの加速性能が10%低下します
  • CN9-A、CN9-AL、CN9-Dの減速性能が10%向上します

Narc Beaconの強化

  • Narcは対象のメックをチーム全員からターゲット可能にする作用を持ちます
  • ECMのNarcの他の効果を無効にする作用が効いているときは、この作用(ターゲット可能にする作用)も打ち消されます
  • Narcを照射されたメックは、累積35ダメージを受けるまで効果が持続します
  • 35ダメージ受ける前にもう一度Narcを照射された場合、その時点から35ダメージ受けるまで効果が持続します

PPCとER PPCにEMP効果の追加

  • PPCやER PPCがECM搭載機に命中した場合、4秒間ECMを使用不可能にします
  • 使用不能秒数は命中段数で累積しません
  • 4秒経過前にもう一度PPCやER PPCを被弾した場合、その時点から4秒間ECMが使用不可能になります

Machine Guns/Flamers/LB10-X

  • Flamerは1回クリティカル率が14%、2回クリティカル率が8%、3回クリティカル率が3%上昇しました
  • Flamerがクリティカルした場合、1.1倍のダメージを内部構造に与えます
  • Flamerのクリティカルダメージは1回当たり0.4 x 1.1 = 0.44、3回クリティカルで最大1.32です
  • ダメージ地を低く設定しているのは、Flamerには熱を上げる能力がすでにあるためです(※注:原文では「head increase」とありましたが「heat increase」として訳しました)
  • LB10-Xは1回クリティカル率が14%、2回クリティカル率が8%、3回クリティカル率が3%上昇しました
  • LB10-Xがクリティカルした場合、2倍のダメージを1つの小弾が内部構造に与えます
  • LB10-Xのクリティカルダメージは1回当たり1.0 x 2.0 = 2.0、3回クリティカルで最大6.0です
  • Machine Gunは1回クリティカル率が14%、2回クリティカル率が8%、3回クリティカル率が3%上昇しました
  • Machine Gunがクリティカルした場合、12.5倍のダメージを1つの弾が内部構造に与えます
  • Machine Gunのクリティカルダメージは1回当たり12.5 x 0.04 = 0.5、3回クリティカルで最大1.5です
  • その連射性能のため、Machine Gunはクリティカルを発生させることが得意で、装甲の薄い箇所にある内部構造を破壊するのにとても効果的です

装備のヘルス修正

  • AC/20は18ヘルスになりました(従来10)

Sensor Modulesの調整

  • 通常(モジュール等の強化なしの場合):
    • ECMの影響下にないメックは800m以内の距離で探知できる
    • ECMの影響下にあるメックは180-200mの距離で探知できる
  • Advanced Sensor Range Rank 2のある場合(25%性能アップ):
    • ECMの影響下にないメックは1000m以内の距離で探知できる
    • ECMの影響下にあるメックは180-250mの距離で探知できる

ミサイル飛来警報

  • When an enemy is actively the target of incoming missiles, an indicator appears on their targeting box

MechLab

  • UPGRADESのタブはLOADOUTタブのサブタブに移動しました
  • メック購入画面を改善しました
  • 装備詳細画面を改善しました
  • 装備詳細画面にDescriptionタブを追加しました
  • ハードポイントスロットリストの表示を改善しました
  • 同じタイプのアイテムを複数まとめて売る機能を追加しました
  • バグを修正しました

メックスキル

  • Basicスキルの効果は、その派生形のEliteスキルを4つすべて取った際に、正しく倍増するようになりました
  • Arm ReflexとTwist Speedの効果と表示があべこべになっていた問題を修正しました
  • Fast FireとPin Pointの効果と表示があべこべになっていた問題を修正しました
  • Fast Fireの効果が正反対(CDを増やす)だった問題を修正しました

Pilot Lab

  • 上記の問題を修正(メックスキル参照)
  • XPの変換を、十分なXPがない場合不能にするオプションを追加
  • XP変換の最大値の表示
  • 取得済みスキルの効果を表示
  • モジュール情報を正しく更新
  • 取得済みスキルの数を正しく更新

MechLab

  • Hardpoint Slotsからアイテムを選択した際に、Specifications欄のInventory欄に装備の所持数量が表示されない問題を修正
  • Weapons Systems/Ammoサイドバーから選択した際、装備済みのアイテムが装備してないかのように見える問題を修正
  • Specifications欄のモジュールに重量と修理状況の表示をするよう修正
  • Ferro Fibrous armor購入時に確認パネルが2度出る問題を修正
  • メックの変更を行い、すぐに変更を確定すると、ゲームがクラッシュする問題を修正
  • アップグレードウィンドウに満たされない前提条件が2つあっても1つしか表示されない問題を修正
  • モジュールタブでモジュールを売れない問題を修正
  • ログオフし、ログインしなおしたときに、ローディングスクリーンがでるまえに空っぽのMechLabにアクセスできる問題を修正
  • アイテムをインベントリーから売り、収支表示はアップグレードされても、依然としてそのC-Billで足りるはずの装備が購入できない問題を修正
  • すばやく2体のメックを選択した場合、Readyになるのが先に選択したほうになる問題を修正

ソーシャル

  • チャットの入力の保持力を修正(チャットが入力中に「リセット」されることがなくなります)
  • メッセージが来た時の点滅を修正
  • メッセージが来た時の点滅を修正
  • migrating pulseの問題を修正

落下ダメージの調整

  • でこぼこの地形を駆け抜けたときに落下ダメージを過度に食らう問題を修正

武器

  • ダメージ伝達システムの改善
    • 爆発する武器で背中からコンポーネントに被弾した場合、ダメージは前面に伝わり、中央のコンポーネントはは小さな被害を被るに留まります
    • LRMがまれに鋭角の軌跡を描いていた問題を修正

サーバー

  • 試合後、その試合で使用したメックが再出撃可能になる時間が短縮されます

既知の問題

  • ダメージテクスチャーはいくつかの改変が済むまで意図的に仕様不可能になっています
  • Alpine Peaksでテクスチャーの飛びや欠けがあります。次のパッチで何とかします
  • MechLabのStatsタブに意味不明な文字列があります。次のパッチで何とかします

原文

Open Beta Update #11

Upcoming Patch - Tuesday Feb. 19th @ 10AM – 1PM PDT

Change Log

UPDATE

Greetings MechWarriors,

We have another great patch ready for you today. It’s packed full of content, improvements, tuning and fixes so let’s dig in.

The Trebuchet is now available in the MechLab. We have been having some serious fun with this BattleMech in our play tests. It’s great to have a new medium `Mech on the battlefield, not to mention it has jump jets! Those jump jets are going to come in handy too, on our new map Alpine Peaks.

What is Alpine Peaks you ask? It’s a huge map. H U G E. Bring your scouts, stick together, and load up some long range weapons because you’re going to have to change up your tactics for this snow-capped map.

If you liked our New Year’s holographic cockpit items, you are in luck because, we have just released the Faction Logos in the same style. Pick one up and show your allegiance.

On top of all this there are a lot of cool new improved features to play with. Personally I can’t wait to disable someone’s ECM with a PPC. Now I just have to put a PPC on one of my `Mechs.

See you on the battlefield

Matt N

NEW BATTLEMECHS

Trebuchet TBT-7M

 - Tonnage: 50
 - Engine: 250 XL
 - Max Engine Rating: 325
 - Top Speed: 81 kph
 - Torso Movement:
 - 90 degrees to each side
 - 25 degrees up and down
 - Arm Movement:
 - 15 degrees to each side
 - 40 degrees up and down
 - Armor: 240 (Standard)
 - Weapons & Equipment:
 - Left Arm: Medium Laser, LRM 15
 - Left Torso: Narc Beacon, CASE
 - Right Torso: LRM 15, CASE
 - Right Arm: Medium Laser x 2
 - Hardpoints:
 - Left Arm: 1 Energy, 1 Missile
 - Left Torso: 1 Missile
 - Right Torso: 1 Missile, 1 AMS
 - Right Arm: 2 Energy
 - Internal Structure: Endo Steel
 - Heat Sinks: 10 Double
 - Jump Jets: 5
 - ECM Capable?: No
 - Module Slots: 2

Trebuchet TBT-3C

 - Tonnage: 50
 - Engine: 300 XL
 - Max Engine Rating: 390
 - Top Speed: 97.2 kph
 - Torso Movement:
 - 90 degrees to each side
 - 25 degrees up and down
 - Arm Movement:
 - 15 degrees to each side
 - 40 degrees up and down
 - Armor: 224 (Standard)
 - Weapons & Equipment:
 - Left Arm: Medium Laser, LRM 15 w/ Artemis IV FCS
 - Left Torso: CASE
 - Center Torso: Medium Laser
 - Right Torso: LRM 15 w/ Artemis IV FCS, CASE
 - Right Arm: Medium Laser x 2
 - Hardpoints:
 - Left Arm: 1 Energy, 1 Missile
 - Center Torso: 1 Energy
 - Right Torso: 1 Missile, 1 AMS
 - Right Arm: 2 Energy
 - Internal Structure: Endo Steel
 - Heat Sinks: 10 Double
 - Jump Jets: n/a
 - ECM Capable?: No
 - Module Slots: 2

Trebuchet TBT-5J

 - Tonnage: 50
 - Engine: 250 Standard
 - Max Engine Rating: 325
 - Top Speed: 81 kph
 - Torso Movement:
 - 90 degrees to each side
 - 25 degrees up and down
 - Arm Movement:
 - 15 degrees to each side
 - 40 degrees up and down
 - Armor: 256 (Standard)
 - Weapons & Equipment:
 - Left Arm: Medium Laser
 - Right Torso: LRM 15
 - Right Arm: Medium Laser x 2
 - Hardpoints:
 - Left Arm: 2 Energy
 - Right Torso: 1 Missile, 1 AMS
 - Right Arm: 3 Energy
 - Internal Structure: Standard
 - Heat Sinks: 15 Single
 - Jump Jets: 5
 - ECM Capable?: No
 - Module Slots: 2

Trebuchet TBT-5N

 - Tonnage: 50
 - Engine: 250 Standard
 - Max Engine Rating: 325
 - Top Speed: 81 kph
 - Torso Movement:
 - 115 degrees to each side
 - 25 degrees up and down
 - Arm Movement:
 - 15 degrees to each side
 - 40 degrees up and down
 - Armor: 240 (Standard)
 - Weapons & Equipment:
 - Left Arm: Medium Laser, LRM 15
 - Right Torso: LRM 15
 - Right Arm: Medium Laser x 2
 - Hardpoints:
 - Left Arm: 1 Energy, 1 Missile
 - Right Torso: 1 Missile, 1 AMS
 - Right Arm: 3 Energy
 - Internal Structure: Standard
 - Heat Sinks: 10 Single
 - Jump Jets: n/a
 - ECM Capable?: No
 - Module Slots: 2

Trebuchet TBT-7K

 - Tonnage: 50
 - Engine: 250 Standard
 - Max Engine Rating: 325
 - Top Speed: 81 kph
 - Torso Movement:
 - 115 degrees to each side
 - 25 degrees up and down
 - Arm Movement:
 - 15 degrees to each side
 - 40 degrees up and down
 - Armor: 240 (Standard)
 - Weapons & Equipment:
 - Left Torso: AC/5
 - Right Torso: PPC
 - Right Arm: SRM 2
 - Hardpoints:
 - Left Torso: 2 Ballistic
 - Right Torso: 2 Energy, 1 AMS
 - Right Arm: 2 Missile
 - Internal Structure: Standard
 - Heat Sinks: 11 Single
 - Jump Jets: n/a
 - ECM Capable?: No
 - Module Slots: 2

NEW MAP

ALPINE PEAKS

Huge sightlines, sporadic cover, mountainous terrain, massive communication towers atop hills, huge fields of snow to cruise through, and amazing sights of the sun behind the mountains, Alpine Peaks offers all of these sights, sounds and more! Come see the planet MercMagazine called 'Cold as hell, but pretty, and damn is it huge!' Stretch your Mech limbs before you make the trek from one side to the other, as there are many possible fantastic attack points both to your left, right, above, and below. High vantage points can be used to facilitate long range engagements, and defensive lines can be set up in a wide variety of pleasant-looking areas. All of this - and more! - is waiting for you... in Alpine Peaks!

Alpine peaks is by far our largest map, with kilometres of distance between each base. Rising mountains and hills scatter the landscape, giving a vertical as well as horizontal fight. In addition to that, several corridors of hundreds of meters in length dot the level, allowing ranged weapons to really shine; but be careful, as many of the tall hills can be climbed, and the large size of the map means encirclement is a real possibility. Fighting often happens down long corridors, and cover is sporadic, but very high. Combat takes place at all levels, with enemies able to appear above, below, and to the sides of you. What seems like an advantage will suddenly be turned around if you get flanked, so it is important to cover your sides, and move together as a team.

Players will find that the short sightlines and narrow corridors of older maps are a thing of the past, as wide sweeping valleys and massive rocky mountains dominate the scene. Securing the high ground is of absolute importance, and enemies can appear and disappear over the mountaintops in the blink of an eye. Stray too far from your base and you risk being flanked, as slower Mechs will find they will have quite the trek to get across the battlefield. Be sure to bring your ranged weapons, small lasers won't cut it here!

NEW COCKPIT ITEMS

 - House Kurita Hologram Statue.
 - House Liao Hologram Statue.
 - House Marik Hologram Statue.
 - House Steiner Hologram Statue.
 - House Free Rasaihague Hologram Statue.
 - House Davion Hologram Statue.

Gameplay

MatchMaking Phase 3

 - When players or groups press the launch button, the match maker will attempt to form the best balanced match in terms of both the skills (ELO) and mech classes of all the players involved.
 - The longer the search takes, up to approximately 2-3 minutes, the less balanced the match could be since there just simply isn't a balanced mix of players and selected mechs looking for a match.
 - The more matches people play, the more accurate matching will become.

Centurion Variant Quirks.

 - Increased CN9-A and CN9-AL max engine to 275 (from 260).
 - Increased CN9-YLW max engine to 300 (from 280).
 - Increased CN9-A and CN9-AL torso twist angle to 100 (from 90).
 - Decreased CN9-A, CN9-AL, and CN9-D max horizontal arm angle to 35 (from 40).
 - Increased CN9-A and CN9-AL turning rate by 10%.
 - Increased CN9-YLW turning rate by 5%.
 - Decreased acceleration rate of all Centurions by 10%.
 - Increased the deceleration rate of the CN9-A, CN9-AL, and CN9-D by 10%.

Narc Beacon Improvements:

 - Narc now makes a `Mech targetable to everyone on the opposing team.
 - When an ECM "turns off" the other effects of a Narc beacon, it turns off this one as well.

 - When a `Mech has been hit by a Narc beacon, the effects of the Narc beacon automatically end if the `Mech takes a cumulative 35 damage from the time the Narc beacon hit.
 - Each time a `Mech is hit with an enemy Narc beacon, the damage counter resets.

EMP Property added to PPCs and ERPPCs:

 - When a PPC or ERPPC projectile hits an ECM carrying `Mech, the ECM is disabled for 4 seconds.
 - The ECM disabled time does not accumulate with successive shots.
 - If a `Mech is hit with a PPC or ERPPC while their ECM is already disabled, the disabled timer returns to 4 seconds.

Machine Guns/Flamers/LB10-X

 - The Flamer has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
 - When the Flamer crits, it will deal 1.1x the amount of normal damage to an internal item.
 - Flamer crit damage is 0.4 x 1.1 = 0.44 per crit. Max crit of 3 times = 1.32.
 - The low damage mulitplier is due to the fact that the Flamer already has it's head increase ability.
 - The LB10-X has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
 - When the LB10-X crits, it will deal 2.0x the amount of normal damage from 1 'pellet' to an internal item.
 - The LB10-X crit damage is 1.0 x 2.0 = 2.0 per crit. Max crit of 3 times = 6.0.
 - The Machine Gun has a 14% increased chance to crit once, an 8% increased chance to crit twice, and a 3% increased chance to crit 3 times.
 - When the Machine Gun crits, it will deal 12.5x the amount of normal damage per bullet to an internal item.
 - The Machine Gun crit damage is 12.5 x 0.04 = 0.5 per crit. Max crit of 3 times = 1.5.
 - Due to the rate of fire, the Machine Gun is now a heavy crit seeker and will be VERY effective vs. items on non-armoured locations.

Item Health Adjustment

 - AC/20 now has 18 health, up from 10.

Sensor Modules Tunings:

 - Standard Sensors (0% boost):
 - A Non-ECM Mech can be detected at 800m.
 - An ECM cloaked Mech can be detected at 200m. It disrupts signal at 180m.
 - With Advanced Sensor Range (at rank 2, 25% boost):
 - A non-ECM mech can be detected at 1000m.
 - An ECM cloaked Mech can be detected at 250m. It disrupts signal at 180m.

Incoming missile warning on targets:

 - When an enemy is actively the target of incoming missiles, an indicator appears on their targeting box.

Front End

MechLab Improvements

 - Moved UPGRADES tab to be a sub-tab of LOADOUT (upgrades are now drag and drop to slots).
 - Rearranged the Buy Mech details panel to make better use of the space.
 - Revamped the Item Details panel to show details specific to each item type.
 - Added Description tab in Item Details panel.
 - Revamped the look of the Hardpoint Slot list.
 - Added ability to sell multiple items of the same type in the item list rather than selecting and selling individual items.
 - Bug Fixes

Mech Efficiencies:

 - Basic `Mech Efficiencies are now correctly doubled when Elite status is obtained. (NOTE: Elite status requires you to have all 4 Elite talents purchased for that variant).
 - Fixed an issue where purchasing ‘Arm Reflex’ was actually granting ‘Twist Speed’ efficiency and vice versa.
 - Fixed an issue where purchasing ‘Fast Fire’ (weapon cooldown) was actually granting ‘Pin Point’ (Weapon convergence) efficiency and vice versa.
 - Fixed the ‘Fast Fire’ efficiency: This efficiency was previously working backwards. Having this efficiency previously was increasing the cooldown of weapons. Now it is properly decreasing cooldown.

Pilot Lab:

 - Fix mis-matched ordering of `Mech Efficiencies (see above).
 - Disable option to convert XP if insufficient XP available.
 - Show max convertible XP.
 - Display state of Efficiencies for mechs that have been sold.
 - Correctly refresh module info.
 - Correctly update number unlocked efficiencies.

MechLab:

 - Fixed issue where item quantity is not displayed in the "Inventory" line in Specifications when selected from Hardpoint Slots.
 - Fixed issue where equipped items are displayed as not equipped when selected in Weapons Systems/Ammo sidebar.
 - Fixed issue where the tonnage and repair status are displayed for modules in Specs section.
 - Fixed issue where buying the Ferro Fibrous armor causes two exact same "Are you sure you want to buy selected items" prompts to appear.
 - Fixed issue where sometimes the client will crash when modifying a `Mech and applying an upgrade immediately.
 - Fixed issue where the upgrade window only displays one of the two missing prerequisites.
 - Fixed issue where user is unable to sell modules from the modules tab.
 - Fixed issue where after logging off and then logging back in the user is able to access an empty MechLab before the loading screen appears.
 - Fixed issue where after selling items from the inventory, the balance is updated but the user is still unable to purchase items even with sufficient C-Bills.
 - Fixed issue where sometimes if the user select two `Mechs in a row from the quicklist will ready the first one.

Social:

 - Fixed chat input retention in Front-End (chat will no longer 'reset' while you type).
 - Fixed Incoming message pulse.
 - Fixed migrating pulse issue.

Fall Damage Tuning:

 - Fixed excessive fall damage while moving across bumpy surfaces and falling from short heights.

Weapons:

 - Fixed bugs within the damage transfer system:
 - When destroyed components were hit from the back with explosive weapons, the damage transfer to front and central components would only be a fraction of what it was supposed to be.
 - Fixed LRMs sometimes taking a sharp path after launching.

Dedicated Server:

 - BattleMechs will now unlock faster at the end of a match.

Known Issues

 - Damage textures are intentionally disabled until some additional re-work can be done.
 - Users may experience some popping/flickering textures in our new Alpine Peaks map. We will try to address these graphical issues next patch.
 - Users may experience a stats tab in the MechLab with undefined strings, this will be addressed next patch.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team

 

2013/02/05 Open Beta Update #10

和約

コンテンツ(新しいヒーローメック)

  • “Pretty Baby” AWS-PB
    • Base Mech: Awesome
    • Tonnage: 80
    • Engine: 340 XL
    • Max Engine Rating: 400
    • Top Speed: 68.9 kph
    • Torso Twist: 100 degrees to each side
    • Armor: 494
    • Weapons & Equipment:
    • Head: Medium Laser
    • Left Arm: SRM 4
    • Left Torso: Large Laser
    • Right Torso: LRM 15
    • Right Arm: PPC
    • Hardpoints:
    • Head: 1 Energy
    • Left Arm: 2 Missile
    • Left Torso: 1 Energy
    • Right Torso: 1 Missile, 1 AMS
    • Right Arm: 1 Energy
    • Internal Structure: Standard
    • Heat Sinks: 19 Double
    • Jump Jets: n/a
    • ECM Capable?: No
    • Module Slots: 2
    • 30% C-Bill Bonus

タイガーパターン(新しいと塗装パターン)

  • ヒーローメックとFoundersメック以外のすべてのメックに、タイガーパターンが実装されました

新しい色

  • 100を越える選択可能な色がアンロック可能になりました
  • Basic Colorの価格が312,500 CBから1,250,000 CBに値上げされました
  • Basic Greenの価格が312,500 CBから0 CBに値下げされました
  • 100を越えるPremium Colorが用意されています

巳年のコクピットアイテムが2/5~3/5の間購入できます

  • Snake Statue(ヘビの像)
  • Chinese Lanterns(中華風ランタン)

新しいトライアルメック

  • Jenner JR7-F
  • Cicada CDA-2A
  • Catapult CPLT-K2
  • Atlas AS7-D

ゲームプレイ

  • Large LaserとPPCの発熱量の調整
    • Large Laserは7.0のままです
    • Large Pulse Laserは9.0から7.3に減少します
    • ER Large Laserは10.0から9.5に減少します
    • PPCは9.0から8.0に減少します
    • ER PPCは13.0から11.0に減少します

ジャンプジェットの調整

  • ジャンプジェットの起動は調整され、速やかに離陸するようになります
  • ジャンプジェットの燃料は5秒ぶんから3.25秒ぶんに減少します

メックの調整

  • AWS-8Q, AWS-8R, AWS-8T, AWS-8Vの積載可能エンジンの最大レートが290から300に増加します
  • すべてのAwesomeの上半身の左右可動範囲が90度から100度に増加します
  • すべてのAwesomeの上半身の上下左右可動速度が10%向上します
  • Pretty Babyを除くすべてのAwesomeの旋回速度が5%減少します
  • Pretty Babyは他のAwesomeよりも5%優れた旋回速度を持ちます
  • Pretty Babyは他のAwesomeよりも減速力が1/3劣ります

オーバーライドのビジュアル、オーディオ、ゲームプレイの調整

  • オーバーライドをした際には、画面上に“OVERRIDE ENGAGED”の文字が点滅します
  • オーバーライドをした際には、音声ナビゲーターが警告します
  • オーバーライド中に手動でパワーダウンさせた場合、手動でパワーアップ(起動)するまでパワーダウンし続けます
  • パワーダウン/起動の動作中に[P]キーを押すことで、逆の動作(起動/パワーダウン)に切り替えることができます
  • 最新の変更を含むオーバーライドや自動シャットダウンの動作は確認する価値があります
    • どんな時に[P]を押すことができるのか
    • [P]キーを押した場合、次に[P]キーを押せるようになるまでに0.75秒の間があります。これによって[P]キーをスパムすることはできなくなります
    • パワーダウン/起動の動作中に[P]キーを押すと、動作終了後に逆の動作が始まります
    • 熱量が100%を越えると自動的にシャットダウンします。熱量が100%を下回ると、自動的に起動します
    • 自動シャットダウンしたあと、[P]キーを押すことで手動で起動することもできます
    • [O]キーを押すことで、自動シャットダウンを抑止することができます
    • [O]キーを押すと、音声ナビゲーターが警告を発します。同時に5秒間のカウントダウンが始まり、その間に熱量が100%を突破した場合、自動シャットダウンは発生しません(5秒後以降に100%を超えた場合、自動シャットダウンします)
    • [O]キーを押すたびに5秒間のカウントダウンがリセットされます
    • 自動シャットダウンをオーバーライドしたあとでも[P]キーを押すことで手動でシャットダウンできますが、この場合熱量が100%を下回っても自動的に起動はされません(熱量が100%を下回ったということは、HUDの赤い明滅がおさまることで認識できます)
    • 100%を上回っている状態で起動していると、内部構造にダメージを受け続けます

新しい敵味方識別装置(IFF)

  • IFFの色調を少し変えました(敵は今まで通り赤。味方は今まで通り青ですが)

装備品の調整

  • BAPとCommand Consoleの耐久値を10にしました
  • ECMの耐久値を3にしました

UIの変更

  • 試合開始前の画面
    • より多くのプレイヤー情報の表示(特に味方)
    • 所属勢力の表示
    • チャットの有効化
    • ゲームモード情報の表示
    • マップ情報の表示
  • スコアボード
    • より多くのプレイヤー情報の表示(特に味方)
    • 所属勢力の表示
  • 死亡時の画面
    • 死亡時のメックの様子を表示(ペーパードール)
    • 直前の8つの戦闘ログを表示(ダメージ、コンポーネントや装備の破損)
    • 死亡原因と何/誰によって死んだかの表示(プレイヤー/加熱/落下)
    • チャットの有効化
  • 試合終了後の画面
    • チャットの有効化
    • プレイヤー情報とプレイヤーの戦闘結果をタブ表示(Kill数、取得CBやXP)
    • マッチスコアの表示
    • マッチスコアは試合終了画面で表示されるだけです。この数値はいずれコンバットスコアによるランキングを構成する数値の1つになります。今のところ、試合中にプレイヤーの実力を判断する簡単な手段でしかありません。この課題は近い将来調整されます

カモスペック・フェーズ2

  • パターンは永遠にアンロックするか、一回だけ適用するかを選べます
  • パターンのアンロックは、1つのメックタイプごとに行います
    • 例えばAtlasにDazzleパターンをアンロックすれば、どのAtlasの派生型にもDazzleパターンを使えます
  • パターンをアンロックしたら、アンロックしたパターンをアンロックしたメックタイプに一回適用バージョンのパターンを購入することはできません
  • 色は永遠にアンロックされます
  • Phrankenのような特殊なパターンは、自動的に適切な配色が選択され、そのコストが加算されます。この際タブを切り替えて、選択された配色を購入しないように変更することもできます

パフォーマンス

  • メックのアニメーション処理を最適化しました
  • HUDの処理を最適化しました

バグフィックス

  • パワーダウン/起動システムの問題を解決
  • Fixed assessment of multi-rank pilot efficiencies
  • 多くの外観の問題を修正
  • TAG/NARCのボーナスがフレンドリーファイアで発生していたことの修正
  • 照射兵器の軌跡が正しく大地に刻まれるように修正
  • 弾丸がサーバー上で認知している通りに遮蔽物に衝突するように修正。
  • レーザー兵器と実弾兵器に同時に攻撃された場合、正しくカメラの振動が発生するように修正
  • Advanced Zoomは死亡時にオフに
  • 大量のミサイルが通過した際に起こる音声の不具合を修正
  • Forest ColonyとForest Colony Snowにおけるはしけ周辺でのスタックを修正
  • BAP、ECM、Command Consoleが致命的命中を受けない問題を修正
  • キューブ環境マップを更新

原文

Open Beta Update #10

Upcoming Patch - Tuesday Feb. 05th @ 10AM – 1PM PDT

PATCH: 1.2.182

Change Log

UPDATE

Greetings MechWarriors.

I am going to keep this intro short and sweet because you should really be playing the game. If you are currently at work, I would start acting sick, because you should really be at home downloading this patch with BIG FPS IMPROVEMENTS! Now repeat after me “I don’t feel so good… Cough, Cough”.

Pretty Baby is Awesome, Literally. This lore based Hero Mech strikes fear with a paint job that screams ”I’m going to destroy you”. Read on in the patch notes for the hard points and start dreaming of OP builds to make your enemy QQ.

Visual Customization, was revamped, reset and refunded. We have updated the camo/paint job purchase system so you can now choose to permanently unlock skins. We also have over 100 unlockable colors. To celebrate we're having a sale so get the colors while they are hot. See this post here for more details. http://mwomercs.com/forums/topic/95728-camo-spec-phase-2/

All New In Game Screens! More information, More Chat, More Screens! I have never been more excited to die and see the super informative death screen. You now have time to chat at the end of a game and say GG!

Are you still reading? I was trying to keep this short so I am just going to rush through the rest of this list.

Tiger Camo Pattern! Year of the Snake Cockpit items! Weapon Tuning! Jump Jet tuning! Awesome Variant Tweaks!

NOTE: For the Camo Spec Revamp, all your Camo's have been reset to the default pattern and default colors and all users have been given back any MC or CBills they have spent buying patters and colors.

See you on the Battlefield.

Matt Newman

Content

“Pretty Baby” AWS-PB

 - Base Mech: Awesome
 - Tonnage: 80
 - Engine: 340 XL
 - Max Engine Rating: 400
 - Top Speed: 68.9 kph
 - Torso Twist: 100 degrees to each side
 - Armor: 494
 - Weapons & Equipment:
 - Head: Medium Laser
 - Left Arm: SRM 4
 - Left Torso: Large Laser
 - Right Torso: LRM 15
 - Right Arm: PPC
 - Hardpoints:
 - Head: 1 Energy
 - Left Arm: 2 Missile
 - Left Torso: 1 Energy
 - Right Torso: 1 Missile, 1 AMS
 - Right Arm: 1 Energy
 - Internal Structure: Standard
 - Heat Sinks: 19 Double
 - Jump Jets: n/a
 - ECM Capable?: No
 - Module Slots: 2
 - 30% C-Bill Bonus

Tiger Pattern

 - New Tiger Pattern available for all variants except Hero and Founder BattleMechs.

New Colors

 - Over a 100 unlockable colors to choose from.
 - Basic colors prices increased from 312,500 CB to 1,250,000 CB.
 - Basic Green changed from 312,500 CB to 0 CB.
 - Over a 100 Premium colors to unlock.

Year of the Snake Cockpit Items available February 5th to March 5th -LIMITED TIME ONLY-

 - Snake Statue
 - Chinese Lanterns

New Trial Mechs:

 - Jenner JR7-F
 - Cicada CDA-2A
 - Catapult CPLT-K2
 - Atlas AS7-D

Gameplay

Heat Tuning on Large Lasers and PPCs

 - Large Laser stays at 7.0.
 - Large Pulse Laser reduced from 9.0 to 7.3.
 - Extended Range Large Laser reduced from 10.0 to 9.5.
 - PPC reduced from 9.0 to 8.0.
 - Extended Range PPC reduced from 13.0 to 11.0.

Jump Jet Tuning

 - Jump Jet trajectories have been adjusted to give a quick lift off the ground.
 - Jump Jet fuel has been reduced for all Mechs (from 5 seconds to 3.25 seconds).

Mech Tuning

 - The AWS-8Q, AWS-8R, AWS-8T, and AWS-8V had their max engine rating increased from 290 to 300
 - All variants of the Awesome had their torso twist angles increased from 90 to 100 degrees
 - All variants of the Awesome had the speed of their torso movements (both vertical and horizontal) increased by 10%
 - All variants of the Awesome except for Pretty Baby had their turning rate decreased by 5%
 - Pretty Baby had its turning rate increased by 5%
 - Pretty Baby’s deceleration rate was decreased by 1/3 (it takes longer to slow down)

"Override Engaged" Visual + Audio + Gameplay Tuning

 - When engaging override shutdown, a visual will flash on the screen “OVERRIDE ENGAGED”
 - Betty will also alert you when override has been engaged
 - If you manually power down while over 100% heat, you will remain powered down until you manually power up
 - While in the middle of a power up/down sequence, you can press P to queue up the command to perform the opposite sequence
 - It's also worth reviewing how the override and automatic shutdown system works, including the most recent changes:
 - At any time you can press P to power your Mech on/off
 - Each time you press P, there is a 0.75 sec cooldown before any additional presses of P are recognized; this is to help prevent people who constantly spam the P key from continually powering up and down
 - If you press P while in the process of powering on or off, you will queue up a command to perform the opposite sequence once the current sequence is complete
 - If your heat level reaches 100%, your Mech will automatically power down; it will automatically power back up again when your heat level drops below 100%
 - Your Mech can be manually powered up again after an automatic shutdown by pressing P
 - If you press O, you will command your Mech to override the automatic shutdown
 - When O is pressed, Betty will alert you that override has been activated, an override warning will flash on your HUD, and it starts a 5 second timer during which, if your heat reaches 100%, the automatic shutdown is ignored. (Note: Even after the 5 seconds have passed, your Mech will not automatically shutdown if you are over 100% heat.)
 - Each time you press O, you reset the 5 second timer
 - You can manually power down after overriding the automatic shutdown by pressing P, however you will not automatically power back up when your heat drops below 100% (though you will know this has happened when your screen stops flashing red)
 - If you remain powered up while over 100% heat, you will take damage to your internal structure

New IFF (Identification Friend or Foe) Colors

 - The hue of the IFF colors have been changed slightly. Enemies still = RED, Allies still = BLUE

Item Tuning

 - Set Beagle Active Probe and Command Console health to 10
 - Set ECM health to 3

UI

Pre-Round Screen

 - Shows more player information( even more friendly team information )
 - Show aligned faction
 - Chat enabled
 - Game mode information
 - Map information

Scoreboard

 - Shows more player information( even more friendly team information )
 - Show aligned faction

Death Screen

 - Show mech status at time of death( paperdoll )
 - Combat log, shows last 8 combat events ( damage, loss of component / equipment )
 - Show cause of death + what/whom killed you ( player / overheating / falling )
 - Chat enabled

End of Round Screen

 - Chat enabled
 - Tabbed screens showing players information and players results ( kills, cbills + exp )
 - Match score will be displayed for all players:
 - Match Score is an early ranking system for the End of Round screen only. This number will be later worked into or made part of Combat Score which will be your global ranking. For now it's just a handy way to rank players in a match. It is subject to tuning in the near future.

Camo Spec Phase 2

 - Patterns can now be unlocked permanently or applied once.
 - Each pattern unlock is valid of only one mech type.
  - Example: You can unlock the Dazzle pattern for the Atlas and all it's variants.
 - Once a pattern is unlocked, you can no longer purchase/apply a single use version of that pattern, for the mech type you bought it for..
 - Colors are now unlocked permanently when purchased.
 - Special patterns such as Phranken will automatically apply appropriate colors and add the cost to your purchase price. You can chose not to buy the colors by going to the color tab and resetting the colors to a default green, or unlocked color.

Performance:

 - Optimization to Mech Animations.
 - Optimization to the HUD.

Bug Fixes:

 - Fixed issues with mech power system ( Powering up/down a mech during overheating ) .
 - Fixed assessment of multi-rank pilot efficiencies
 - Various Front-end related aesthetics issues
 - TAG/NARC CBills and XP bonus will no longer be incorrectly given with friendly fire
 - Laser( Traceweapons ) impact decals now correctly align to terrain
 - Projectiles now impact the collision mesh exactly as they do on the server. On clients they used to pass through the collision mesh if they did not come into contact with the render mesh.
 - Camera shake will now correctly occur when taking damage from laser and ballistic weapons at the same time
 - Advanced zoom will automatically turn off on death
 - Sound distortion caused by high number of missile trails going off at the same time has been fixed.
 - Fixed some stuck bugs around and on barge in Forest Colony & Forest Colony snow.
 - Fixed issue where Beagle Active Probe, ECM, and Command Console were not taking critical hit damage
 - Updated environment cube maps for all levels.

We thank you for your patience and we look forward to seeing you on the battlefield!

The MechWarrior® Online™ Team